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Post your screenshots! WIP thread

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Forums > Maps and Mods

25 Mar 18, 17:00
By Victor-933
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Member
Quote:
Victor, I absolutely love all of the stuff you produce. The what, 8 bit gif you have just reinforces such a "quake 2 but not naff" vibe. Really, really love it. Is the condensation getting less visible at the bottom or am I making that up?


Thanks. And yes, it's four different func_conveyors set to texture rendermode with decreasing opacity on each (80 -> 60 -> 40 -> 20). I used the same trick in DM_Subterrane to make the waterfalls fade into the darkness in that room with the big pit.

Funny you mention Quake 2, I actually took a lot of inspiration from id's industrial art styles, especially Doom 3.
26 Mar 18, 03:46
By DiscoStu
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Member
Love it!
Question though: Does the dripping have an accompanying sound looping at the same period? Because that seems harder to do.
26 Mar 18, 08:35
By Victor-933
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Member
Quote:
Question though: Does the dripping have an accompanying sound looping at the same period? Because that seems harder to do.


Nope. That room's noisy enough you wouldn't hear it anyway.

If I was worried about it I'd probably make the sprite non-looping, pair it with a non-looping ambient_generic, and rig up a system to trigger it every few seconds, so it wouldn't get out of sync.
27 Mar 18, 12:54
By Victor-933
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Member


02 Apr 18, 18:55
By Trempler
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Member
brilliant map smile - :)
also here something to piss you all off.
https://www.youtube.com/watch?v=3mSToPx0o-I
02 Apr 18, 20:10
By rufee
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Sledge fanboy
That Quake3 railgun sound smile - :)
Reminds me of SOMA.
02 Apr 18, 20:30
By Trempler
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Member
rufee, thats why i gave up, my story was basicly the same as soma.... just Soma was faster unhappy - :(
02 Apr 18, 20:59
By rufee
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Sledge fanboy
I had the idea that SOMA used for its basis a few years before it came out.
So it beat me there too smile - :) Still one of the better horror games I've played.
02 Apr 18, 21:52
By Instant Mix
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Title commitment issues
Now it's looking a lot like Red Faction. Keep it up!

@Trempler are those DN3D sounds I hear? Direction seems like SS2 had a child with Natural Selection. I can feel a dissonance between the high quality lights and refraction in water with the engine - low quality sounds, fully lit models, that inconsistent texture pack that I see everywhere.. I like the idea you're going for, just unsure whether that approach with GoldSrc is the best shout. Feels like Source would be a much better shout if you want to stick with HQ models and effects
02 Apr 18, 22:21
By Trempler
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Member
this is my old canceled mod @Instant Mix

Also I dislike other engine mostly, I enjoy hl1. Easy to mod with smile - :)

Yup the Duke Nukem Sounds are replacements in my normal hl1 folder grin - :D Hail to the king !
03 Apr 18, 16:04
By Suparsonik
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Withstood the post-nuke test.
Victor, you like the DOOM 3 Mine section way more than you should. grin - :D
05 Apr 18, 16:29
By Snehk
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Member
Some minor changes, but I think that the main layout is done.





05 Apr 18, 18:16
By DiscoStu
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Member
Purlins normally go on top of rafters rather than through them so as not to reduce their load bearing capacity.

A professional's advice is also to put them closer together. Spacing is commonly 40 or 60cm. (16" or 24" for users of obsolete units of measurement)
05 Apr 18, 21:49
By Snehk
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Member
Those were made as a general idea, at this stage the level is just for building up the layout of rooms and scaling everything. I'm definitely going to use your advice when taking care of the visual side of things!
06 Apr 18, 00:00
By Victor-933
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Member
You leave my map waifu alone @Suparsonik

also



https://www.youtube.com/watch?v=9hw4wIAeN8U
06 Apr 18, 19:14
By Trempler
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Member
love that lava <3
you totally made me do a video of my lava map since the old one is gone.

https://youtu.be/fPQjBwjVlmk
14 Apr 18, 07:20
By ZikShadow
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Member
15 Apr 18, 21:01
By 2muchvideogames
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Member
is that from solo ops
22 Apr 18, 06:56
By Admer456
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Member


Rolled out 38 textures last night. Here you can see 10 of them, and 2 vanilla ones.

I wish I did my elementary school map this way. :/
22 Apr 18, 11:49
By Rimrook
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Guru
heart - :heart: fitted textures.
22 Apr 18, 19:28
By Instant Mix
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Title commitment issues
Looking good! What's the solution to stuff like this, have never figured it out?

Also pissing about with trying to stick to a big grid size to stop myself from over-detailing shit, and experimenting with from-scratch textures (ie. no overlays or use of stuff from textures.com )
22 Apr 18, 21:22
By Windawz
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Member
It's because that pitch-black face isn't getting any light. Try using the "Light origin target" parameter. Place an info_null with an offset of 4-16 units away from the door's center. The direction of the offset should be opposite to the pitch-black face's position. Then give a name to the info_null and enter that name into the door's "Light origin target" field. The door will be moved to the info_null's position during light calculations and then, after the calculations are complete, moved back to its initial position.
23 Apr 18, 17:55
By Instant Mix
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Title commitment issues
Inspired by Victor, doing some oldskooly things. Sticking to a large grid size so I don't overdetail like I always do, trying to use really saturated lights to give it a Doom 64 / Quake 64 vibe. Also made a bunch of light textures w/ corresponding color temperatures - automatically makes things look peng.
23 Apr 18, 20:06
By UrbaNebula
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monster_urby
Definitely got a retro vibe. I like it.
24 Apr 18, 02:00
By Victor-933
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Member
Very nice, you've definitely nailed the desired aesthetic; it looks like something straight out of Knee Deep in ZDoom or SpaceDM5.
<< ... 135 136 137 138 139 [140]

Forums > Maps and Mods

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